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Posted

i don't think anyone can really change this.

it's like why do ppl use AIM? cuz everyone else uses AIM. i think aim is horrible, but i am forced to use it since everyone else uses it.

how do you break taht cycle? i dont know, something catastrauphic (whatever taht may be).

ps: does any gg scene have inter-regional drama? im not aware of any, though that may just by ignorance on my part.

Posted
i don't think anyone can really change this.

it's like why do ppl use AIM? cuz everyone else uses AIM. i think aim is horrible, but i am forced to use it since everyone else uses it.

how do you break taht cycle? i dont know, something catastrauphic (whatever taht may be).

ps: does any gg scene have inter-regional drama? im not aware of any, though that may just by ignorance on my part.

AIM is horrible. I use it basically for the reason you use it, but now that I use meebo all of that is irrelevant.

There's inter-regional drama whenever Hellmonkey whips out his Potemkin. That's all I know.

  • 1 month later...
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Hidden

May exclusive-

DDU= Double Dolphin Upper, May's ability to hit HSVD backwards and throw opponents across y axis.

OHK= Overhead kiss command grab 63214 K

RR = Resestive Roll Dragon punch 6323 S or HS...grounded or aerial

Hoop Set= 41236 + P/K/S/HS can be held forever by buffering button.

SVD= Slash vertical dolphin 2,8 S

HSVD= Heavy slash vertical dolphin 2, 8 HS

SHD= Slash horizontal dolphin 4, 6 S

HSHD= Heavy Slash Horizontal Dolphin 4, 6 HS

FBSVD= force break Slash vertical dolphin 2,8 S, 8D *

FBHSVD= force break heavy slash vertical dolphin 2, 8 HS, 8D *

FBSHD= force break Slash horizontal dolphin 4, 6 S, 6D *

FBHSHD= force break Heavy Slash Horizontal Dolphin 4, 6 HS, 6D *

B&B(BNB)= bread and butter basic combo enders

WHALE= OMG it's a whale! 236236 S

Lame loop...oblivion...= basic damage combo's S, HS, delay, SVD, REPEAT

Jackhound= OTG launch, scales bad, very unusable 214 D

[D]- dust feint LOW, doesn't special cancel but can be jump canceled, than you can Dolphin out of your crouching state- because the best follow up is always a SVD.

3 – Pros-

Air throw range is great

Insane amounts of Damage BNB

Little Tension expenditure (AC EXCLUSIVE) BNB

5 lows (AC EXCLUSIVE) 2K, 2D, 3K, [D], 2HS

6 highs D, Jackhound, S Vertical Dolphin, HS Vertical Dolphin. 6HS charged, TK RR

2 throws- normal, OHK

Easy combo's (AC EXCLUSIVE) Lame Loop

5HS is +7 on guard.

Easy Stun building 5HS, 2HS, J.HS, 6P

Corner OHK combo's w/ Tension. (AC EXCLUSIVE) FBSHD, FBHSHD, Jackhound

Great Air Normal J.HS,

J.S reverse Gatling's to J.K to mix up Slashback of J.HS. (AC EXCLUSIVE)

Good Overdrives- I've seen TOP players lose to scrubs throwin whales. LOL

Jumps FAST.

Great pokes... w/ tension. F.5S, 2S, Hoop set, FBSHD, FBHSHD

D and [D]- o.0 (AC EXCLUSIVE)

4-Cons-

Takes damage...could be worse but still sux- 1.06 defense modifier

No unblockables.

Cannot combo off Air-throw.

Really floaty, makes May exclusive combo's.

No Corner OHK damage w/o tension.

5-Styles-

Zoning-

I am calling this Zoning but it's really just a footsy game where you and your opponent are looking for opportunities to strike w/o aimlessly IAD'ing in. There are a few options you have to work with. SPAM 5HS's, @ mid range 2HS, @ mid Range 5HS, a closer Range 6HS, you should be BEGING for a counter hit. Also a wiffed J.S is great b/c you have enough recovery to airdash away or in if opportunity presents itself. Also a f.5S is very good, and if they are not on their game than cancel it into a dolphin hoop, preferable P or HS.

DO-

5HS - CH amazing RECOVERY amazing, TRADE amazing, GUARD +7,

2HS - CH amazing

6HS - CH amazing, STUN amazing, cancel to hoop on guard, S Vertical Dolphin on hit, SIZE amazing

F.5S - SIZE amazing, cancel to hoop on guard

J. HS -CH amazing, STUN amazing

3K -ONLY when they wiff something, gives you Knockdown.

J.S -wiff makes more options available, combo follow up on CH

what do i do when my zoning game J.S lands a hit?

Regular hit- cancel to J.D, J.HS, J.D.

CH – Delay, Air dash, J.K, J.HS, Land, J.K, J.D, J.HS, J.D.

Pit bull-

Oh snap your in and need mix-up, rush that shit down, do 5k's on wake up, unless they have a Shoryu do J.2HS on wake up. Throw 5HS in Gatling and make them feel the frame traps. If your gonna air dash, which you should only be done on reaction land with a J.S, J.HS. You are focusing on doing frame traps and Tick throw mix-up here.

DO-

5K - can't be thrown on wake up, (bait super, bait Shoryu! With wiff). Low invulnerable

J.2HS – Hard to Anti-Air, Shoryu-safe will wiff if timed properly on their wake up.

5HS - CH amazing, RECOVERY amazing, TRADE amazing, GUARD +7,

OHK - it's your mix-up baby DAMAGE

D -High

[D] - LOW

Turtle-

Turtling is easy and can really get into your opponents head, DON'T COME IN. while doing this you should be aware of some thing. What they are zoning with, what their overheads are, your own ability go gain tension and holding a P hoop until the proper time.

DO-

P hoop - HOLD it until they get in range,

Guard - Whatever random unsafe move they throw out, (grave digger etc.)

Pace - Back and forth under your hoop to gain tension by walking.

6 – Basics-

Punish-

Depending on the scenario I tend to punish with a 5S, 2HS, FBSHD...

or OHK.

Burst-

Your pressure should be relatively Burst safe and your reflexes should be good enough to Flash Guard the burst, than run in and tag them in the air with a 5S, HS, Delay, S Vertical Dolphin...

or you could be JP about it and jump cancel, flash guard the burst, than get a while landing Air-dash of, J.K, J.HS, Land, 1D, FBSHD.. If their grounded

J.K, J.HS, S Vertical Dolphin, 5S, HS, S Vertical Dolphin, 5P. HS Vertical Dolphin. If they are in the air.

DO NOT GIVE UP DAMAGE FOR BURST UNLESS IT'S THE LAST HIT.

Anti- Air-

6P Stuffs air Dashes when timed properly. LEARN this time. Usually CH o.0

5HS wins on trade allowing you to run in for your needed 5S, HS, Delay, S Vertical Dolphin... usually CH

S Vertical Dolphin- great for nabbing JUMPERS and giving you a launch to combo.

Hoop set P- Stuffs shit clean, CH can combo, has invinc. frames. By: Pulsr

Use your speed and Height advantage to run underneath them and punish their landing. By: Pulsr

Pokes-

F.5S - SIZE amazing, cancel to hoop on guard, KILLS little eddie!

2S - Good range, comes out pretty quick.

Hoop set- You control where it goes. Rocks little Eddie.

WHALE- wait for them to poke you and use the start up and invincibility to nab that CH.

3k - Only when they wiff something, Don't whore this move, it's noob.

Set-up-

If a combo ends in a HS Vertical Dolphin than you can HS Hoop Set them on wake-up giving you a force guard and mix-up options. Evan a 50/50 with a HS Hoop Set FRC running D/[D]. More on this stuff in an advanced/gimmicks guide. 5K is amazing on their wake up though as it can't be thrown, it's also a great tick throw.

6.5 - Normals

with explanation by KOOGY, But revised by:Your Humble Narrator.

5P - I see it used mostly in combos towards the end of them, like to tack on an extra upper dolphin, and randomly used as a tick-throw set-up? * 1/2 out of *****

6P - This move used to be legendary. I'm not sure if they toned it down hardcore, but you used to be able to dizzy almost 90% of the cast with 6P (CH) -> S -> 6P. But anyway, it has a ridiculous dizzy modifier on it. So, you will likely dizzy people easier after you hit them with this, and especially on counterhit. It has 18 frames of above the knee invincibility, which means they cannot jump in at you, unless their name is "HUGE JUMPING ATTACK HITBOX". But generally you can beat it. Hold it for lulz. **** out of *****.

5K - The main purpose of this little kick is to avoid throws when used on okizeme. So, you knock them down, run up and create a little mini-game for them to guess. If they attempt to throw you out of this attack, they will lose; it has invincibility against throws for a period of time. A common ghetto tactic is to knockdown, run up, 5K. If they block, go into your command grab. If they start wiggling around, try HS to counter their attack and get a command grab / combo of your choice anyway. This is her BEST mid range poke, and her best answer to a few character specific problems. :3 *** 1/2 out of *****

s.S - WTF tick throw Set-up, pressure and combo.

far s.S - A jump cancel able poke with great range. It isn't the fastest thing, but it can annoy opponents. Kills Eddie. *** out of *****

s.HS - Great move. This thing has ridiculous frame advantage (+7), and staggers on counter hit. It also has lower body invincibility for a few frames towards the middle of start-up, but that doesn't really matter IMO. The main use is to shut down close ranged pokes when you are rushing in. As an example, Slayer might try to mash c.P against you to push you away, since your attacks are slower than that. Well, s.HS is like BZZZZZT WRONG STAGGER and now you get to do a 70% damage combo. Plus, if they block it, you get to run in again and create more little mix-ups. **** 1/2 out of *****.

6HS - Can be charged. Main use that I see is in some difficult combos, people trying to jump away from May. If you charge it ... TO THE MAX, you get an overhead that staggers. ** 1/2 out of *****

s.D - Really, really annoying. May does tons and tons of damage from her dust, and has a fake version that is semi-hard to see. Hold the button down for the low hitting launcher attack version. Has great range. *** out of *****

j.P - I have NEVER used/seen this move work, it's too small. * out of *****

j.K - Used for low dashing with HS and S. * out of *****

j.S - Has a good hotbox, is used when creating okizeme mind games from your jump-in. You can do it ultra-meaty, and create some mix-ups from it. *** out of *****

j.HS - Has retarded counter hit property, which leads to 60%+ damage combos. Jump and down with this attack and you'll beat lots of people. Has ridiculous hotbox. ***** out of *****

j.2HS - Changes her jumping trajectory, and will make her plummet to the ground quickly. Has a cross-up hitbox, and can be used in mix-ups on okizeme, or in general pressure. **** out of *****.

j.D - Used in easy Dust combos. ** out of *****.

c.P - Tick throw attack, usually. ** out of *****

c.K - Tick throw, quick little low. ** out of *****

3K - This move will save your ass, and completely destroy you at the same time. If they block this, you will eat a huge combo, because it is -29. It has an FRC in this game, but it still is a risky move. If you see someone throwing an attack you can slide under, go for it. But otherwise, try to avoid randomly throwing it out like a poke. *** 1/2 out of *****

c.S - Little pokey thing that isn't all that wonderful. Kinda useful sometimes? ** out of *****

c.HS - Great range, great counter hit effect (will suck opponent into the air towards you, leading to combos from max range!). Use it so that the very tip will touch the opponent, as a bait when you run in (similar to s.HS's use)

c.D - GOD. This move is fucking awesome. It has active frames FOREVER, and can be used as a meaty, on counter hit leads to combos if you are close enough on CH, and in general is annoying for close range characters to deal with. ***** out of *****

Explanations by KOOGY

6.75 - Special-

1/2 Charge does NOT mean HALf Charge, it says use 1 or 2 to charge.

Hoop Set P - 41236P Has FRC

Application - Homes you. Defensive, defines Turtles games, can make 3K safe. Invinc. Frames.

FRC Application - Safer.

Hoop Set K - 41236K Has FRC

Application - Homes midpoint. Kills little Eddie and Blood Nets. Invinc. Frames.

FRC Application - Safer.

Hoop Set S - 41236S Has FRC

Application - Wiffs on their wake-up from 2D, hoop setS, good throw set-up. Invinc. Frames.

FRC Application - Safer.

Hoop Set HS - 41236HS

Application - Homes opponents, used after knockdowns for mix-ups or used to get in on potty. Invinc. Frames.

FRC Application - Safer.

RR- 6323 S or HS- Has FRC

Application - Launches.

FRC Application - JI RR FRC you can do silly Air Dash pressure.

J.RR with S - J. 6323S -

Application - little extra Damage on BNB enders, only use if it will kill.

J.RR with HS - J.6323HS - Has FRC

Application - used as TK for instant overhead, used with while landing J.K, J.HS, J.RR fpr 3rd overhead.

FRC Application - Combo, Wiff while landing OHK,

OHK - 63214K -

Application - Mix-up

3K- Has FRC

Application- Knockdown beat lots of pokes, use on reaction.

FRC Application - Safe...er.. I have FRC'd it and still gotten punished before. =(

SHD - 4/1, Charge, 6/9S - Has FRC

Application - Wiff Ohk. Wiff slidehead. Wiff SHD, 2D ususally CH.

FRC Application - JI SHD FRC you can do silly Air Dash pressure.

For all Non ForceBreak Charged dolphins, "FRC timing is 10-12F after hit or block." Visually it's when she starts waving her right Arm like a crazy person. If you goto Training mode and turn on "DISPLAY" setting onto "INPUT" a Blue flash will appear when the FRC should be implemented. Hope that helps.

S Vertical Dolphin - 1/2 Charge, 8/9S - Has FRC

Application - Combo's and stuffs jumpers for great grounded damage.

FRC Application - Combo's

For all Non ForceBreak Charged dolphins, "FRC timing is 10-12F after hit or block." Visually it's when she starts waving her right Arm like a crazy person. If you goto Training mode and turn on "DISPLAY" setting onto "INPUT" a Blue flash will appear when the FRC should be implemented. Hope that helps.

HSHD - 4/1, Charge, 6/9HS - Has FRC

Application - Use to destroy Testy fortress, just don't hit testy.

FRC Application - JI HSHD FRC you can do silly Air Dash pressure.

For all Non ForceBreak Charged dolphins, "FRC timing is 10-12F after hit or block." Visually it's when she starts waving her right Arm like a crazy person. If you goto Training mode and turn on "DISPLAY" setting onto "INPUT" a Blue flash will appear when the FRC should be implemented. Hope that helps.

HS Vertical Dolphin - 1/2 Charge, 8/9HS - Has FRC

Application - Knock down, OK anti-air but combo takes FRC or Jackhound.

FRC Application - Combo's

For all Non ForceBreak Charged dolphins, "FRC timing is 10-12F after hit or block." Visually it's when she starts waving her right Arm like a crazy person. If you goto Training mode and turn on "DISPLAY" setting onto "INPUT" a Blue flash will appear when the FRC should be implemented. Hope that helps.

FBSHD - 4/1, Charge, 6/9S, 6D-

Application - Main Launcher to combo. +10 on guard.

FBS Vertical Dolphin - 1/2 Charge, 8/9S, 8D-

Application - Wiff, OHK, Pressure options, mid pokes. Can be used to launch, 2D, FBS Vertical Dolphin...

FBHSHD- 4/1, Charge, 6/9HS, 6D-

Application - Can be used to Launch for combo, GREAT poke, +13 on guard.

FBHS Vertical Dolphin - 1/2 Charge, 8/9HS. 8D-

Application - Long Range poke, Gets you in.

Jackhound- 214D -

Application - Combo off knockdown, Damage sux. Is an Overhead, Does not hit Testy or destroy Blood nest.

6.90 - Supers-

May's Supers are actually GOOD, but require a pokey opponent to really shine, I have seen PRO's lose Noobs spamming Whales and seizures before. =P

Whale-236236S-

Application- Pseudo Unblocks, Great Stun, Free Launch, Good damage but not for tension spent. Knocks down.

Orca- 63214S, P-

Application - throw invulnerable, builds guard bar, do orca LATE to make it safe, Damage sux. Combo off Orca in corner.

Seizure- 63214HS-

Application - Reversal Super, Invincable on your wake up, damage sux but it's your only reversal. Use this super the most, and only as needed.

8-Combo's-

In general,

Never use 2D, RR FRC for launch anymore it's no where as effective as FB H Dolphin.

Don't combo into Jackhound, the damage is suck. unless you land an OHK while YOU are in the corner and want the damage. Even though it's best to throw FBSHD/FBHSHD as soon as you land... if it hits.

If you are almost in the corner w/out tension and a 5s will wiff after an OHK just do-

S Vertical Dolphin, S, HS, Delay, S Vertical Dolphin, 2P, HS Vertical Dolphin.

ALWAYS delay between HS, S Vertical Dolphin this gives them more time to "float" and makes your S link easier.

LAME loops do More damage than sweet awesome 6hs's and FRC's and Jackhounds. which makes her most damaging stuff.... boring. =(

OHK-

Corner-

Jackhound, Lame loop.

Kinda in Corner-

OHK, FBHSHD, Lame Loop.

Kinda in corner no tension-

S Vertical Dolphin, S, HS, Delay, S Vertical Dolphin, 2P, HS Vertical Dolphin.

Mid-Screen

No Tension

normal weights- ( Venom, Ky, Sol, HOS...)

OHK, 6HS, S Vertical Dolphin, S, HS, Delay, S Vertical Dolphin, 5P, HS Vertical Dolphin.

Floaty Bitches-( Girls like Millia, Baiken, May, Bridget, I-no...)

OHK, S, HS, S Vertical Dolphin, 5S, S Vertical Dolphin, 5S, S Vertical Dolphin, 5P, HS Vertical Dolphin...

I remove the 6HS on floaty's because the time varies too much to be realistic.

Potty Only-

OHK, J.S, J.HS, land, DELAY, S Vertical Dolphin, S, HS, Delay, S Vertical Dolphin, S, HS, Delay, S Vertical Dolphin, 2P, HS Vertical Dolphin.

Wide sprites- (Anji, Eddie, Zappa...)

OHK, 66, 5S, HS, Delay, S Vertical Dolphin, S, HS, Delay, S Vertical Dolphin, S, HS,Delay, HS Vertical Dolphin.

Don't JI this combo, as it Negates horizontal slide from running. :eng101:

9-Tick throws-

This is the Anchor to her Mix-up, OHK them so much they are Scared to guard, leaving you in a better position of CH's and Anti-Air's.

OHK set-up-

5K, OHK

2K, OHK

2P, OHK

5P,OHK

5S, OHK

Empty Jump, OHK

Wiff a normal on their wake-up, OHK

J.P, Land, OHK

FBSHD, OHK

FBHS Horizontal Dolphin, OHK

5HS, OHK

While Landing after IAD J.S, J.HS, 66, OHK

J.2HS, OHK

SHD, Wiff, OHK

S Vertical Dolphin, Wiff OHK

-getting the optimal distance for a wiffed S Vertical Dolphin and SHD you can

2K, 2S, 2S, S Vertical Dolphin/SHD. By: F.T.B.

While landing J.S, J,HS, 5K, 2S, S Vertical Dolphin/SHD.

2P, 2P, 5K, 5S, S Vertical Dolphin/SHD.

These distances are kinda variable as the opponent can FD or Flash block pressure to create more or Less pushback and screw over these strings. Generally it's a feeling like, Oh hey I am at THIS distance and I KNOW it will work.

-When doing stuff like, 2K, and 5K, be sure NOT to special cancel your normal, wait for the recovery.

-2P, OHK, works great, when they start throwing you, cancel 2P into 5K for the throw invulnerability. FREE CH 5K.

-When they have the FEAR in them anything can be used as a tick throw, just RC it run in and grab them.

Other Combos You Need To Know:

No Tension-

If you ever land a hit on a standing opponent, always gatling to a knockdown (i.e. 5P, c.5S, 5H, 2D) into Dolphin Hoop oki. Or, go for tick throw OHK or CH 5H setups if you wish to.

At least 25% Tension-

Gatling to 2D (i.e. c.5S, 5H, 2D, S Horizontal Dolphin~6D, dash in, [c.5S, 5H, S Vertical Dolphin] repeat brackets once more, then end with 2P or 5P (usually 2P), H Vertical Dolphin.

Note: Depending on which character you're doing it on, you can adjust the combo ender to correspond to their weight types. Just follow the same string you use when you combo'ed after the OHK.

10-Frame Traps-

Abuse 5HS, the CH is amazing and gives you +7 on guard,

Any FB dolphin. +10 and +13

K, into P hoop... nets so many sexy CHs. By: Spirit Juice/Pulsr

Frame Traps force your opponent to make a decision, making your mix-up effective. after these moves you should be going for a High, Low or Throw.

11- Conclusion-

I- Do not Spam 3K, it's noob even if it works damage potential SUX, there is most likely another solution that will yield a MUCH better Damage outcome.

II- Throw them until they get FRUSTRATED.

III- Learn 6P timing.

IV- Learn Combo Timings.

V- DO NOT GIVE UP DAMAGE FOR BURST UNLESS IT'S THE LAST HIT.

VI- Always follow through with combo's, and knockdown is usually best. except Baiken

VII- Only use 3K on reaction.

VIII- Use D and [D] mix-up.

IX- If your confused, ask.

3-What do I do when…?

They back-dash on wake up/ pressure-(Not Pot)

No tension- You can get a 6P Combo (stun) or RUN with them and OHK.

Tension- 6P combo or FBHS Horizontal Dolphin to launch them from the back-dash.

They Jump on my mix up/wake-up.

No tension- You can recover from a normal (5K, 5S…) than S Vertical Dolphin for launch.

Tension- You can recover from a normal (5K, 5S…) than S Vertical Dolphin for launch.

They keep poking me with normal’s.

No tension- You can 5HS or 2HS for CH goodness.

Tension- You can 5HS or 2HS for CH goodness.

They keep throwing me out of my throw attempts.

No tension- You can 5K… (Throw invinc.) combo from there.

Tension- You can 63214S (Throw invinc.) Use Orca to combo off from corner.

They keep throwing me for their mix-up.

No tension- Jump to avoid throw. Some throw attempts can be poked out of.

Tension- You can 63214S (Throw invinc.) Use Orca to combo off from corner.

They FD and blow my pressure options.

No tension- OHK the Shit out of them.

Tension- Roman Cancel something, than OHK the Shit out of them.

They gold burst.

No tension- ONLY punish gold burst with a ground throw/ OHK on Flash guard.

Tension- ONLY punish gold burst with a ground throw/ OHK on Flash guard.

I am eating random counter hits with trajectory moves.

Run in and Faultless defend for a few frames. It’s called FD break, it’s not expensive.

My zoning game J.S lands a hit

Regular hit- cancel to J.D, J.HS, J.D.

CH – Delay, Air dash, J.K, J.HS, Land, J.K, J.D, J.HS, J.D.

I NEED the OTG kill?

No tension- 6HS from most knockdowns.

25% tension- Jackhound, but don't rely on it.

50% tension- If in range do 63214HS as it is her best OTG, but whale still has uses.

I ground combo into a 5FS and still want the knockdown? (This punishes some specials)

No tension- You can't get the KD. your screwed. lol

25% tension- 5FS, FBHS Horizontal Dolphin, 3K.

The 3K is a link and requires a little practice but it's easy enough after a while. This happens often when you POKE with 5k, 5FS and you hit confirm this, FB dolphin 3k on hit and and hoop set or jump cancel on guard.

5-Set ups/ Okizme game-

I Feel listing options, than explaining knockdowns is an appropriate way to do this.

Options

1- Landing OHK.

(+)This works when they FEAR J.2HS.

(-)If they don't fear you get thrown or Anti-aired. Not shoryu safe.

If you get thrown out of this, use it to your advantage, set up the scenario again, than land and use 63214S for throw Invinc.

2- Landing Low. (2D)

(+)This works because they FEAR the Late Airdash.

(-)If they don't fear you get thrown or Anti-aired. Not shoryu safe.

3- Late Airdash J.K, J.HS

(+)This works because they FEAR the landing low.

(-)If they don't fear you get Anti-aired 6P's hurt. Not shoryu safe.

4- Late Airdash J.K, J.HS J.RR FRC

(+)This works because they only expect the J.K, J.HS.

(-)If it doesn't work than they guard, you blow tension. Not shoryu safe.

5- Tiger knee Resistive Roll. (TK.RR)

(+)This works because they Don't expect it. Shoryu safe on reaction. It's overhead or wiffs.

(-)If they catch on than they guard, you blow tension.

Depending on your spacing and height of the TK.RR you can

-Hit the J.RR as an overhead and FRC it for combo.

-wiff the J.RR and OHK.

-Wiff the J.RR and Airdash J.K, J.HS

-wiff the J.RR and Landing Low. (2D)

6- 66, 5S

(+)This works because of the deceptive range and is used for a "Kyle special" OHK.

(-)You have to dedicate yourself if you want this set-up. Not shoryu safe.

I use this on some wake-ups to cancel to a K hoop set, and buffer the OHK off the FRC, this re-buffers the K.

Giving you an OHK combo with a Buffered K-dolphin the WHOLE time. Now if I could only get them on the other side....wait Double dolphin upper time.

lets use the three dolphin I've built up as wake-up pressure for some free mix-ups. Dirty huh?

7- J.2HS

(+)This works because It's active. Shoryu safe if timed properly. This also means if you hit lands than the combo will be Jump Installed already.

(-)If it doesn't work than they guard.

This can be canceled into J.RR for Overhead Mix-ups. But it does cost tension... unless you have a dolphin hoop somewhere. *grin*

If you 66 before the 8 than the extra trajectory can make you cross up. Or you can IAD for the same effect.

Even better you can IAD than Slash Back cancel your Air dash to FAKE a cross-up.

This can also be an effective wiff followed by a 2D or OHK.

8- 5[D]

(+)Low hit, which knocks down for reset. Can be special canceled to be"safer" but even that is hard input.

(-)You really have to dedicate yourself, not shoryu safe.

9- 5D

(+)Overhead hit, which knocks down for reset.

(-)You really have to dedicate yourself, not shoryu safe.

10- 5K

(+)This works because It's Throw invinc. and wiffs SOME supers. Pot's Aegis for example. Hit or guard it's very confirm-able.

(-)N0t Shoryu/super safe.

This can be done early to BAIT Shoryu's or mind games when you OHK them on THEIR wake-up.

5HS wiff OHK is pretty good also as it pulls you forward into throw range if spaced properly.

11- 6HS charged

(+)Overhead hit, which combo's on crouching hit and CH when you wiff a S Vertical Dolphin. Shoryu safe.

(-)It's OBVIOUS what you are doing, but some people eat it.

12- OHK

(+)Throw, which knocks down for reset.

(-)You really have to dedicate yourself, not shoryu safe.

This option works best if you stand out of their throw range and linger at the max OHK range., This way if they try to throw you, you will OHK them out of their 6HS.

Be sure to check the Beginners guide for some Other Unique OHK set-ups.

13- S Vertical Dolphin cross-up

(+) cross-up overhead which KD's for resets, can be FRC'd for 6HS, S Vertical Dolphin, loop... FRC to make it safe, some shoryu safety.

(-) Without tension, when guarded you will be punished HARD. By: NamelessCounter

Posted

Jo: Lol, sorry. I had to try to "noobify" the May guide on the May forums for someone who's completely new to Guilty Gear in general. That May guide sure as hell is NOT beginner-friendly.

  • 1 month later...
  • 4 weeks later...
Posted

We should revive Team Empanada just to challenge Team Espada at Evo if they come for the lulz.

Posted

--The Creator of BlazBlue at Denjin Arcade Saturday Feb 20th between 3-4PM--

This is very last minute but I figured all blazblue and guilty gear players should know, tomorrow between 3 and 4pm at denjin arcade, the creator of blazblue and co creator of guilty gear, Toshimichi Mori, will be at Denjin Arcade scooping out the competition and challenging folks!!

  • 4 weeks later...
  • 4 weeks later...
Posted
Yeah, I know about FFA. Unfortunately, the stick is not for me . . . I play casuals with my friends most of the time since we are the smash community, but some of us are starting to expand to other games since Brawl is a joke. Melee r@pes!

me and atlus are both vets from the socal melee community. we're brand new in this game, looking to rape. i live in thousand oaks (ventura county)

Posted

welcome to socal guilty gear. we mostly post on SRK (yeah, it's wierd, don't ask). you're probably going to have to do some driving to get some casuals in since most of us live further south. also, from the new players i've seen, i have two suggestions for you. Ask questions and dont be afraid to talk. we're generally pretty chill people.

http://forums.shoryuken.com/showthread.php?t=132398&page=149

Posted

same as atlus and lovage. i'm from the melee community also. and recently got into the game. i go to uci and i know about AI. i never posted because the thread seemed dead now i know why.

-Rei

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dang i was hoping the dedicated GG website would have most of the regional discussion

sigh off to SRK i go :(

Posted

sure. i don't think they're doing recording this week, so i'll be here

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ok, so saturday my place whatever time i guess after noon. Call me before you arrive so I know to not leave the apartment. I live in San Diego for those of you who don't know. If you want my address, PM me.

Posted

i'm usually free on tuesday nights and the weekends. i don't have a stick. also i don't have a car but one of my friends that likes the game does. i'll just post if he ever decides to go to AI and i'll go along.

Posted

ya that's me except my brawl run was very short. i still play melee.

i have been filled with a lot of work lately. tomorrow (tuesday) there is a chance i will be free and might go to AI at night and want to learn more GG. my friend also told me BB has arrived and i want to try learning it also.

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